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EFEKTIVITAS PENERAPAN MEDIA PEMBELAJARAN INKUIRI TERBIMBING TERHADAP KEMAMPUAN BERFIKIR KRITIS DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS V SD NEGERI 07 LIMO KOTO Dira Oktavia; Fetri Yeni J; Mutiara Felicita Amsal; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11637

Abstract

This research was motivated by the low critical thinking skills and learning outcomes of students in Indonesian language subjects in grade V at SD Negeri 07 Limo Koto. This was due to the learning process which was still dominated by the lecture method, causing students to be less active. This study aims to analyze the effectiveness of the Guided Inquiry learning model on students' critical thinking skills and learning outcomes. The research method used was quantitative with a one-group pretest-posttest design. The research subjects consisted of 19 fifth-grade students. The research instrument was a validated critical thinking skills test. Data were analyzed using the paired sample t-test through SPSS. The results showed a significant increase in the average score from 56.63 during the pretest to 80.42 during the posttest. The hypothesis test results showed a significance value of 0.000 < 0.05, which means it can be concluded that the implementation of the Guided Inquiry learning model is effective in improving students' critical thinking skills and learning outcomes in Indonesian language subjects.
GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.
PENGARUH PROBLEM BASED LEARNING BERBANTUAN MULTIMEDIA INTERAKTIF TERHADAP STUDENT ENGAGEMENT PADA MATA PELAJARAN INFORMATIKA SMPN 25 PADANG Bunga Putri Dewi; Ulfia Rahmi; Rahmi Pratiwi; Elsa Masriani
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6859

Abstract

Abstract: Student engagement is a critical determinant of academic success; however, its manifestation in Informatics learning among 7th-grade students at SMP Negeri 25 Padang remains suboptimal. This is evidenced by low participation in group discussions, a lack of consistent enthusiasm, and passive cognitive involvement in problem-solving activities. This study aims to analyze the empirical impact of implementing Problem-Based Learning assisted by interactive multimedia on student engagement. A quantitative approach with a quasi-experimental method utilizing a One Group Pretest-Posttest design was employed. The research sample comprised 29 students selected through a total sampling technique. Data were gathered using a validated and reliable student engagement questionnaire spanning behavioral, emotional, and cognitive dimensions. Data analysis was performed using descriptive statistics, the Shapiro-Wilk normality test, and the Wilcoxon Signed-Rank Test computed via Jamovi. The empirical results demonstrated that the mean score of student engagement increased significantly from 42.97 (high category) at pre-measurement to 48.03 (very high category) at post-measurement. The Wilcoxon test yielded a significance value of p < 0.001, indicating a statistically significant difference post-intervention. Consequently, it can be concluded that assisted by interactive multimedia exerts a significant positive effect on student engagement. These findings suggest that integrating student-centered learning models with non-linear digital multimedia could serve as an innovative pedagogical alternative to optimize classroom engagement. Keywords: Problem-Based Learning, Interactive Multimedia, Student engagement, Informatics Education.   Abstrak: Student engagement merupakan salah satu faktor penting yang memengaruhi keberhasilan proses pembelajaran, namun keterlibatan peserta didik pada pembelajaran Informatika di kelas VII SMP Negeri 25 Padang masih belum optimal. Kondisi tersebut ditunjukkan oleh rendahnya partisipasi peserta didik dalam diskusi, kurangnya antusiasme selama pembelajaran, serta belum optimalnya keterlibatan kognitif dalam menyelesaikan permasalahan yang diberikan. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan Problem Based Learning berbantuan multimedia interaktif terhadap student engagement pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experiment melalui desain One Group Pretest–Posttest Design. Sampel penelitian berjumlah 29 peserta didik yang dipilih menggunakan teknik total sampling. Pengumpulan data dilakukan menggunakan angket student engagement yang telah memenuhi uji validitas dan reliabilitas. Data dianalisis menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, dan uji Wilcoxon Signed Rank Test dengan bantuan aplikasi Jamovi. Hasil penelitian menunjukkan bahwa rata-rata skor student engagement meningkat dari 42,97 pada pengukuran awal menjadi 48,03 pada pengukuran akhir. Hasil uji Wilcoxon menunjukkan nilai signifikansi p < 0,001, sehingga terdapat perbedaan yang signifikan antara pengukuran awal dan pengukuran akhir. Dengan demikian, penerapan Problem Based Learning berbantuan multimedia interaktif berpengaruh signifikan terhadap student engagement peserta didik pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Temuan penelitian ini menunjukkan bahwa penerapan model pembelajaran yang berpusat pada peserta didik dan didukung multimedia interaktif dapat menjadi alternatif untuk meningkatkan keterlibatan peserta didik dalam proses pembelajaran. Kata kunci: Problem based learning, multimedia interaktif, student engagement, pembelajaran Informatika.